Quick Questions Thread

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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loki100
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RE: Thanks and more questions

Post by loki100 »

yes, you can't mix assigning by AOG with assigning by air group

the wee inset note in 17.4.2 emphasises this:



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horza66
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RE: Hex control

Post by horza66 »

ORIGINAL: loki100

ORIGINAL: horza66

As Soviets I was seeing issues with my divisions in the SR getting enough AT guns into new and rebuilding divisions toward the end of 42. Thankfully I had a number of Fort units I could disband, and quickly had 1800 45mm At guns in the pool. However 3 (!) turns later I'm still at 1400 guns in the pool and many divisions are at ~85% or worse on their TOE because of lack of AT guns.

Weirdly I ran into much the same issue in WITE1 with artillery in the same period when I was trying to get artillery divisions in the reserve make it to 100% TOE.

Is there some routine internally where the resource allocation "reserves" a minimum number of AT or artillery, against future possible losses? I can't think of any other reason that guns in the pool are not allocated to completing TOE requirements.


the main issue for the Soviets is that there is a series of hard caps on production of certain items, esp AA/AT and artillery. You'll have a production problem for heavy artillery all game, AT and 75mm artillery eases in 1943.

check the pool and make sure you are looking at active (not transit), this can be a lot less.

to get the equipment into formations, the best is to have them in refit mode and on a large depot or in the reserve

So this relates specifically to infantry divisions and corps in the SR - some new build, and a few that are being rebuilt. The new builds are fully trained up, and have been waiting on their TOE filling out for a couple of months now.

I'm definitely seeing shortages in the usual suspects - arty, AAMG, heavy mortar and AT guns. However I thought I had a solution in that I had a bunch of forts I could disband, giving me 1800+ AT guns in the pool. More than enough for me to finally top off at least the AT element, making me more confortable with finally deploying these divisions.

Trouble is only 400 of those AT guns got issued - for two turns the pool has stubbornly sat at 1400. It's as if the game "reserves" several turns production in the pool, and only issues weapons above a certain limit to the divisions. Here's the state of my pools below - as you can see there are substantial numbers (a multiple of the weekly production) for AT guns, arty and infantry guns, and AAMGs, all of which have 6-7 weeks of production in the pool, while upwards of 30 divisions in the SR are sat waiting for their equipment.

NB I had similar frustrations in WITE1, so I think this is WAD. I just don't understand the mechanism.



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James80
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RE: Thanks and more questions

Post by James80 »

Hey Roger,

thanks. I have read that wee inset note but I thought if I just use only one air group it should work. I haven't mixed AOG and air groups.

James
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loki100
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RE: Thanks and more questions

Post by loki100 »

Not sure then. An AOG can be assigned many times to different ADs, it defaults to an even split but you can over-ride this.

I've just tested this in my current game and couldn't see anything unusual, simply add it to the AD and then this dialogue comes up.

but as with the discussion on SU assignment, there are times when the unexpected occurs.

can you post an image of the AD and the AOG you are trying to assign to it?
James80
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RE: Thanks and more questions

Post by James80 »

Sure!

In picture 1 is the assignment and in picture 2 I try to assign it to the ground attack AD

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James80
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RE: Thanks and more questions

Post by James80 »

pic 2

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loki100
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RE: Thanks and more questions

Post by loki100 »

that doesn't really help [;)]

I've just gone back to my current game and set up a NP off Sevastopol - as you can see the naval air group has no other AD, the fighters are in two others. If I wanted more than 33% allocated here then I'd click on Auto 33%)

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edit - it maybe that your naval patrol is invalid as you have no mission aircraft assigned (you need some bombers)
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James80
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RE: Thanks and more questions

Post by James80 »

Hey Roger,

I am sorry if I haven't understood what you needed for pictures. In your picture you assigned a whole AOG, as it seems. Try to just use an air group and try to split them up.
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loki100
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RE: Thanks and more questions

Post by loki100 »

thats the point, you must use either the AOG and have it split over multiple AD or assign by airgroup. You can't mix this with air group assignment and you can't manually assign an airgroup to more than one AD.
Parkkicks
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RE: Quick Questions Thread

Post by Parkkicks »

Factory navigation panel:

I have the filter set to resources, (I've got all depots set to priority 0 so I can control the map :D)) and I can discern that to the left is number of production sites, but to the right is a number that I'm not sure of. Any takers?
Parkkicks
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RE: Quick Questions Thread

Post by Parkkicks »

Second question, Is it general supplies that are required for resource production?
James80
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RE: Thanks and more questions

Post by James80 »

ORIGINAL: loki100

[...] you can't manually assign an airgroup to more than one AD.

That's the point. I haven't found that rule in the manual. Thanks for your patience and your help!
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loki100
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RE: Thanks and more questions

Post by loki100 »

from the manual (& indeed above in this thread):



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Rosencrantus
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RE: Thanks and more questions

Post by Rosencrantus »

Any tips for increasing naval interdiction values? When I run naval interdiction on some ports I get really small interdiction values when missions are ran (+13, +1, +17). I made sure that the aircraft have LMA mines and everything. The manual says AS is useful but they dont really help with the interdiction that the port itself gives.

EDIT: I'm really confused. I tried launching the naval patrol mission again and this time i'm getting good values...
kirkmcgill
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RE: Quick Questions Thread

Post by kirkmcgill »

So I notice that aircraft have different weapon/device facings (which makes sense), but I can't find a list of what all the abbreviations mean.

Fwd, Side, Rear, Int, Ext, and Turret are obvious enough, but what are BT, TR, BR and SM?
Kryger68
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RE: Quick Questions Thread

Post by Kryger68 »

What is the difference between pool and depot? (trucks, etc......)
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loki100
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Kryger68

What is the difference between pool and depot? (trucks, etc......)

pool are not allocated, the routine likes to keep a reserve as the on-map situation is constantly changing and it will draw on this if you open a new depot and fill it back up with trucks released from closed depots or having been repaired

depot are the trucks actually assigned to your depots - you can see this in more detail in the Commander's Report
squatter
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RE: Quick Questions Thread

Post by squatter »

When an HQ ends its turn entrained, does it still provide all its support functions to its subordinate units?
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loki100
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RE: Quick Questions Thread

Post by loki100 »

yes, as far as I can work out this makes no difference
kirkmcgill
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RE: Quick Questions Thread

Post by kirkmcgill »

Any help for my question above on the weapon facings? I'm messing about with the editor trying to get myself in trouble ;-)

[/quote]
So I notice that aircraft have different weapon/device facings (which makes sense), but I can't find a list of what all the abbreviations mean.

Fwd, Side, Rear, Int, Ext, and Turret are obvious enough, but what are BT, TR, BR and SM?
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